Add shaders
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#include "HLSLSupport.cginc"
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#include "UnityCG.cginc"
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#include "TerrainEngine.cginc"
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float _Occlusion, _AO, _BaseLight;
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fixed4 _Color;
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#ifdef USE_CUSTOM_LIGHT_DIR
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CBUFFER_START(UnityTerrainImposter)
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float3 _TerrainTreeLightDirections[4];
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float4 _TerrainTreeLightColors[4];
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CBUFFER_END
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#endif
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CBUFFER_START(UnityPerCamera2)
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// float4x4 _CameraToWorld;
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CBUFFER_END
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float _HalfOverCutoff;
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struct v2f {
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float4 pos : SV_POSITION;
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float4 uv : TEXCOORD0;
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half4 color : TEXCOORD1;
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float3 worldPos: TEXCOORD2;
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float3 worldNormal: TEXCOORD3;
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// UNITY_FOG_COORDS(2)
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UNITY_VERTEX_OUTPUT_STEREO
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#ifdef GLOBALSNOW_MOVING_OBJECT
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float3 wposOffset: TEXCOORD4;
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#endif
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};
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v2f leaves(appdata_tree v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float3 worldPosOrig = mul(unity_ObjectToWorld, v.vertex).xyz;
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TerrainAnimateTree(v.vertex, v.color.w);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.wposOffset = worldPos - worldPosOrig;
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float3 viewpos = UnityObjectToViewPos(v.vertex);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord;
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o.worldPos = worldPos;
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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float4 lightDir = 0;
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float4 lightColor = 0;
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lightDir.w = _AO;
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float4 light = UNITY_LIGHTMODEL_AMBIENT;
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for (int i = 0; i < 4; i++) {
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float atten = 1.0;
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#ifdef USE_CUSTOM_LIGHT_DIR
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lightDir.xyz = _TerrainTreeLightDirections[i];
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lightColor = _TerrainTreeLightColors[i];
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#else
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float3 toLight = unity_LightPosition[i].xyz - viewpos.xyz * unity_LightPosition[i].w;
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toLight.z *= -1.0;
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lightDir.xyz = mul( (float3x3)unity_CameraToWorld, normalize(toLight) );
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float lengthSq = dot(toLight, toLight);
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atten = 1.0 / (1.0 + lengthSq * unity_LightAtten[i].z);
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lightColor.rgb = unity_LightColor[i].rgb;
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#endif
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lightDir.xyz *= _Occlusion;
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float occ = dot (v.tangent, lightDir);
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occ = max(0, occ);
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occ += _BaseLight;
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light += lightColor * (occ * atten);
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}
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o.color = light * _Color * _TreeInstanceColor;
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o.color.a = 0.5 * _HalfOverCutoff;
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// UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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v2f bark(appdata_tree v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float3 worldPosOrig = mul(unity_ObjectToWorld, v.vertex).xyz;
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TerrainAnimateTree(v.vertex, v.color.w);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.wposOffset = worldPos - worldPosOrig;
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float3 viewpos = UnityObjectToViewPos(v.vertex);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord;
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o.worldPos = worldPos;
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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float4 lightDir = 0;
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float4 lightColor = 0;
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lightDir.w = _AO;
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float4 light = UNITY_LIGHTMODEL_AMBIENT;
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for (int i = 0; i < 4; i++) {
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float atten = 1.0;
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#ifdef USE_CUSTOM_LIGHT_DIR
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lightDir.xyz = _TerrainTreeLightDirections[i];
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lightColor = _TerrainTreeLightColors[i];
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#else
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float3 toLight = unity_LightPosition[i].xyz - viewpos.xyz * unity_LightPosition[i].w;
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toLight.z *= -1.0;
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lightDir.xyz = mul( (float3x3)unity_CameraToWorld, normalize(toLight) );
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float lengthSq = dot(toLight, toLight);
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atten = 1.0 / (1.0 + lengthSq * unity_LightAtten[i].z);
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lightColor.rgb = unity_LightColor[i].rgb;
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#endif
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float diffuse = dot (v.normal, lightDir.xyz);
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diffuse = max(0, diffuse);
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diffuse *= _AO * v.tangent.w + _BaseLight;
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light += lightColor * (diffuse * atten);
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}
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light.a = 1;
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o.color = light * _Color * _TreeInstanceColor;
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#ifdef WRITE_ALPHA_1
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o.color.a = 1;
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#endif
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// UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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